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Old Jul 08, 2008, 03:26 AM // 03:26   #181
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Default Help H/H'ing Duncan HM

I've been trying PuGs for this place for 2 weeks to no avail - everyone just runs around and aggroes the crap out of the place and gets the party wiped 10 times over within 10 minutes. So I've been trying to H/H it now; problem is, I can't get anywhere near enough damage to power down the 2-3 Monk groups. I can't get daze through 2 Monks spamming Guardian and Dismiss Condition to even shut one Monk down. And I can't keep my backline alive for more than a 10-20 seconds against their warriors and elementalists.


Does anyone have any ideas on how to beat this? I'm a primary Ranger btw, all heroes fully equipped and all useful skills unlocked. I'd appreciate some help; this is getting somewhat hopeless now. Since I can't be bothered to go around mapping, I'll need all the points from the dungeons for LMotN.
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Old Jul 08, 2008, 05:53 AM // 05:53   #182
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Bring some enchant removal. I've never H/H'ed it, but I've done Duncan in HM plenty of times and never really had an issue with the blocking. Better advice could be given if we knew your hero setup.

Also on a side note, you don't need to fully map for LMoN. In fact, just the mapping you get from wandering around is good enough. I have 2 char's with LMoN and neither one has all the points from mapping (in fact my paragon is missing roughly 5% of the map and he's sitting at 1004 mastery points).

If you vanq every area (which is easier than the dungeons) you can skip one HM dungeon.
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Old Jul 08, 2008, 05:33 PM // 17:33   #183
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This is definitely tough to do. You will need a conset IMO.
Play a tank bar and bring 2 aoe dmg heroes. 3rd hero has to be the nec. If you make the aoe be crit barrages then they can both swap. Take monk hench earth hench and maybe aidan.

Careful pulling will be a must. Get summit on ya and keep them there with a snare. Sh ele with DF and Mael would do nicely. Focus defender then priest. Pain inv the summoner if you can.

For Duncan himself suicide and then play the nec, making sure to keep ps up.

Hope this helps. You would be better off pugging though or paying a runner for it. Including myself a few ppl in services offer slavers
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Old Jul 09, 2008, 10:22 PM // 22:22   #184
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I did this just the other day, was easier than I'd thought. The hardest part is the fight there, if you can make it to Dunc (which I'm sure you've heard) you're home free. The tips here seem good but here is my setup

Me: war/ass with basic sword/knockdown/save yourself engine, and swap. If you could figure out a way to have save yourselves and power it up a bit it would help. I took the time and swapped all spirits way away.

Ranger hero: Broadhead arrow, 2 interrupts, apply poison, rez, and watch yourself for extra defense and because he took the place of resto rit. Oh and frozen soil.

Necro hero: Basic SS setup from Sab's, took out barbs and added Heal Area for certain areas/extra defense/no resto rit.

Mesmer hero: Spoil Victor, conjure nightmare, conjure phantasm, couple interrupts, hex eater signet.

Edit: by the way, i did this for the drops, and because i'm thinking of going for title, if i skip anything it will be frostmaw's or kathandrax, seem like they'd be tougher.

2 monk heros, 2 ele heros, good luck. I think having 2 knockdowns on my warrior and a bit of enchant removal (1 on necro, maybe one on mes can't remember) helped out.
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Old Jul 10, 2008, 01:07 PM // 13:07   #185
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Quote:
Originally Posted by HiddenDelight
Well in actuality for HM all that has to be done is Duncan's dungeon to get the credit for it. The other 4 bosses can be done in NM if you desire.
not denying the credability but can anyone else confirm this for me? just so I know whether to bother with HM for the sub-dungeons

thx
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Old Jul 10, 2008, 01:51 PM // 13:51   #186
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Quote:
Originally Posted by payne
not denying the credability but can anyone else confirm this for me? just so I know whether to bother with HM for the sub-dungeons

thx
My guild does it this way to save time.

It can be done that way and is way faster.

just do the 4 upto duncan, /resign refit some skills and switch a few things. turn HM on and run back to him.

do not forget to bring a HM dungeon book. if you need it
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Old Jul 10, 2008, 02:18 PM // 14:18   #187
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have done it some times in Hm solo and in party for help guildies and trick there is if you go solo or in 2 man party use Sab 3 necros + 2 hench monks .... and ...... Frozen Soil in skill bar ....
If you stop that ress from enemies dungeon its easy as all the others so put up frozen soil far from fight and use corners to block ...
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Old Jul 10, 2008, 05:42 PM // 17:42   #188
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Default I've been trying also

My Char is a Monk with Ursan Elite.

I've gotten as far as fighting Duncan, but have'nt defeated him yet. I make the mistake that of trying to fight him straight up after clearing the spirits with Swap.

One thing I just thought of trying that may work is that once I get ready to Fight Duncan is to switch out my armour and try and take him on with a 55 build.

Duncan doesn't cast any hexes and without spirits nearby there would be no conditions. All his skills would just cause dam that hopefully Prot Spirit and Shield of Absorption would counter. I would hope to use Reversal of Damage and Judge's Intervention. Would have to see how his Damage Reflection skill deals with this.

Do you think the 55 build can take on just Duncan? Shouldn't need SoJ since I don't think Duncan ever does any attacking.
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Old Jul 11, 2008, 01:27 AM // 01:27   #189
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Default My idea worked in NM

I tried my above idea in NM and I was able to kill Duncan. I'm hoping it will also work in HM.

Took just as long to take him down as it did to get to him but it worked. I could possibly even take better skills but The Judges' I did 180 dam every 5 sec.
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Old Jul 11, 2008, 08:30 AM // 08:30   #190
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Its actually really easy each dungeon in normal mode. You need 2 skills, pain inverter and frozen soil.

Im a ranger, but what i did was put frozen soil down then aggrod. Pain Invertered the warders because they instant kill themselves, then go nuts. BHA helps a tonne as well.

For duncan I swapped out the WoR healer and made him a N/A with swap and swapped the spirits out and changed flagged him in the corner. Killed myself near duncan, forced Olias to prot and forced SoS. Worked like a charm
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Old Jul 18, 2008, 05:40 AM // 05:40   #191
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Default Trap Damage reversed on Duncan

Does damage from traps get reversed onto the trapper against Duncan? Seems rather indirect and shouldn't be a problem but I'm unable to get on a group and test this.....has anyone else?
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Old Jul 18, 2008, 07:13 PM // 19:13   #192
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If you move spirits out of the way, mesmer with 3 interupts can totally shutdown Duncan, which leaves you to deal with duncan's defense only.
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Old Jul 23, 2008, 12:49 AM // 00:49   #193
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i did forge with a great pug yesterday. we were an odd mishmash with 1 warrior, 3 eles, 2 monks, a nec and a ranger. i think we had 3 ursan, but we beasted it pretty easily.

still have to find a group of that caliber for the rest of them..
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Old Jul 24, 2008, 07:03 PM // 19:03   #194
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The traditional team, is 1 OF tank, 3 SF eles, 2 Monks (1HB and 1Bonder), 1Ranger/Rt, and 1 Necro (SS or SV-duncan).

With a real team you should be able to do all Thom/Rand in 45 minutes, Selev 30-40 minutes, and Forge 30-40 minutes with this team. Duncan in HM should take less than 1hr and in general the Ranger and the Necro modify there skill a bit, but the rest are about the same. The OF tank can pull to choke points and keep aggro, the run goes well with this team.

Ursanway can do this likely faster, but I stopped doing it once the Ursans invaded. BTW the typical way was do all the quest leading to Duncan in NM, then do Duncan in NM. The Necro essentially kills Duncan at the end.
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Old Jul 25, 2008, 04:38 AM // 04:38   #195
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Quote:
Originally Posted by gerg-nad
Ursanway can do this likely faster, but I stopped doing it once the Ursans invaded.
You'll find plenty of ursanway teams, and theoretically they can do it faster, but the chance of finding a decent ursanway team is pretty low. Also, be prepared to pay for consets, without which lots of teams will pitch a fit - and be prepared for ragequitters who will be very happy to ragequit the moment someone mis-aggroes (even if this is due to lag/getting stuck/other problems that have no bearing on how good the player actually is).

Also, if you go traditional way, make sure the obbytank doesn't stand near Spirits of Disenchantment or Wells of the Profane.

I can HB or bond if need be, so if you're really desperate for a monk or sth, look me up or something. IGN's in my username.
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Old Jul 26, 2008, 10:23 PM // 22:23   #196
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3 words, Tank and Spank.

we had me playing Ele obi tank thing...then a few SF nukers and healers ofc.

We made it to duncan with no bother, then the bonder / SV nec did their thing. Duncan was down in a few mins, I thought it was easy enough :S

and yes, it was hm
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Old Aug 05, 2008, 04:46 AM // 04:46   #197
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Still can't get an answer to my question: Does Trap damage get reversed onto the trapper from Duncan's defense? Surely one of you Ursan types or FS rangers can sneak a trap onto your build to test this.
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Old Aug 05, 2008, 10:39 AM // 10:39   #198
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Can those who beat Duncan's dungeon on HM with only H/H post their team build?
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Old Aug 05, 2008, 03:29 PM // 15:29   #199
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Quote:
Originally Posted by Granamyr
Still can't get an answer to my question: Does Trap damage get reversed onto the trapper from Duncan's defense? Surely one of you Ursan types or FS rangers can sneak a trap onto your build to test this.
Why don't you test it out and let us know?

Fact is that traps in Duncan aren't really worth bringing. It's a slow and awkward way to do things IMO.
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Old Aug 06, 2008, 02:07 AM // 02:07   #200
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My guild doesn't have all of the roles that the standard template demands so we've had to come up with a variety of different builds to get through this in HM. For the most part we've been using a 600/smite combo as our tank with Barrage Rangers using Mark of Pain when everything groups up.

I have no idea how we'll tank the restless dead what with their endless supply of energy and touch skills that bypass all enchants. Problem is, getting there requires one build....killing Duncan another. But, if trap damage doesn't hurt the trapper, that seems like a good way to keep Duncan dazed (Smoke Trap) and steadily taking damage without having to worry about healing the trapper.

Problem is, your average pug demands a template role so it's somewhat hard to get in a group and test this.
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